Add .editorconfig and apply formatting
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32 changed files with 6831 additions and 6808 deletions
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Vertex data definning a mesh<br/>
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/// NOTE: Data stored in CPU memory (and GPU)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Mesh
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{
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/// <summary>
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/// Vertex data definning a mesh<br/>
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/// NOTE: Data stored in CPU memory (and GPU)
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/// Number of vertices stored in arrays
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Mesh
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{
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/// <summary>
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/// Number of vertices stored in arrays
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/// </summary>
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public int VertexCount;
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public int VertexCount;
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/// <summary>
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/// Number of triangles stored (indexed or not)
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/// </summary>
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public int TriangleCount;
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/// <summary>
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/// Number of triangles stored (indexed or not)
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/// </summary>
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public int TriangleCount;
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#region Default vertex data
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#region Default vertex data
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/// <summary>
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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/// </summary>
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public float* Vertices;
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/// <summary>
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/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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/// </summary>
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public float* Vertices;
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/// <summary>
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/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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/// </summary>
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public float* TexCoords;
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/// <summary>
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/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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/// </summary>
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public float* TexCoords;
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/// <summary>
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/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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/// </summary>
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public float* TexCoords2;
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/// <summary>
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/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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/// </summary>
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public float* TexCoords2;
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/// <summary>
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/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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/// </summary>
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public float* Normals;
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/// <summary>
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/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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/// </summary>
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public float* Normals;
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/// <summary>
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/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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/// </summary>
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public float* Tangents;
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/// <summary>
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/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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/// </summary>
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public float* Tangents;
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/// <summary>
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/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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/// </summary>
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public byte* Colors;
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/// <summary>
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/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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/// </summary>
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public byte* Colors;
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/// <summary>
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/// Vertex indices (in case vertex data comes indexed)
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/// </summary>
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public ushort* Indices;
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/// <summary>
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/// Vertex indices (in case vertex data comes indexed)
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/// </summary>
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public ushort* Indices;
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#endregion
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#endregion
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#region Animation vertex data
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#region Animation vertex data
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/// <summary>
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/// Animated vertex positions (after bones transformations)
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/// </summary>
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public float* AnimVertices;
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/// <summary>
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/// Animated vertex positions (after bones transformations)
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/// </summary>
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public float* AnimVertices;
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/// <summary>
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/// Animated normals (after bones transformations)
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/// </summary>
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public float* AnimNormals;
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/// <summary>
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/// Animated normals (after bones transformations)
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/// </summary>
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public float* AnimNormals;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public byte* BoneIds;
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/// <summary>
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/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public byte* BoneIds;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public float* BoneWeights;
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/// <summary>
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/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
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/// </summary>
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public float* BoneWeights;
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#endregion
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#endregion
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#region OpenGL identifiers
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#region OpenGL identifiers
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/// <summary>
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/// OpenGL Vertex Array Object id
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/// </summary>
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public uint VaoId;
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/// <summary>
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/// OpenGL Vertex Array Object id
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/// </summary>
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public uint VaoId;
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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public uint* VboId;
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/// <summary>
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/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
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/// </summary>
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public uint* VboId;
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#endregion
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}
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#endregion
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}
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